This article is part of a directory: Final Fantasy 14: Complete Guide
Table of contents

Quick Links

The Blue Mage is the most unique job in all of Final Fantasy 14. Usually, jobs follow a set path of slowly gaining extra abilities and mechanics as you master them, but the Blue Mage has its own ideas, and it's not keen on following the rules!

Related
Final Fantasy 14: How To Get Every Blue Mage Spell
Looking to get every BLU spell in Final Fantasy XIV? Here's where to find each one and how to learn them.

Before we get started on the ins and outs of Blue Mage, there are some important things to understand about this Job. In-game the Blue Mage is considered a "Limited Job". This means Blue Mages can't queue for content like other jobs can, they can't access competitive PvP modes, they can't go higher than level 80, and they can't progress the Main Story Quest.

With those disclaimers out of the way, let's take a look at everything you need to know about the Blue Mage Limited Job!

Updated April 12, 2024 by Jacob Whaling: Patch 6.45 has raised the level cap for Blue Mage to 80. With his level cap increase, there are new Spells to learn, new Masked Carnivale stages to clear, and new quests to conquer. We've updated this guide to ensure everything is up-to-date.

How To Unlock Blue Mage

FF14 A Human Blue Mage from the FF14 job reveal trailer

There are several requirements before you can unlock the Blue Mage. First, you must complete the "Ultimate Weapon" step of the Main Story Quest at level 50.

Then, as a level 50 Disciple of War or Magic, head to Limsa Lominsa Lower Decks and speak to the Zealous Yellowjacket (X:9.9, Y:11.0).

The Zealous Yellowjacket will give you the "Out of the Blue" quest. Completing this will award you with a Soul of the Blue Mage and introduce you to Martyn the Blue Mage. Completion of this quest will also award you with a Rainmaker staff, equipping this and the Blue Mage soul will activate the job at level one.

Blue Mage Job Quests

Quest

Level

Quest Giver

Spell/Masked Carnivale Requirements

Rewards

Out of the Blue

50

Zealous Yellowjacket

Water Cannon (Blue Mage Spell)


Soul of the Blue Mage


Rainmaker


True Blue Attire Coffer (iLvl 1)

Blue Leading the Blue

1

Martyn

Blue Collar Work

10

Martyn

Blood Drain

Why They Call It the Blues

20

Martyn

Mind Blast

Scream Blue Murder

30

Martyn

Faze

Blue Gold

40

Maudlin Latool Ja

1000 Needles

The Real Folk Blues

50

Maudlin Latool Ja

Glower

The Spirit of the Whalagee


Magus's Attire Coffer (iLvl 130)

Turning Over a Blue Leaf

50

Maudlin Latool Ja

Dirty Rotten Azulmagia Masked Carnivale

Azulmagia

Into the Blue Again

50

Martyn

Something Borrowed, Something Blue

53

Martyn

Northerlies

Bolt from the Blue

55

Martyn

Whistle

Blue in the Face

58

Martyn

Exuviation

Blue Scream of Death

60

Martyn

Frog Legs

Blue Mage Log

Blue Cheese

60

Martyn

The Catch of the Siegfried Masked Carnivale

Mask of Azuro

Second-rate Entertainment

60

Martyn

Everybody Was Fukumen Fighting

63

P'yandih

Basic Instinct

Azuro and Goliath

65

Martyn

Tingle

Where the Gold Goes

68

Martyn

Ultravibration

Master of Mimicry

70

Martyn

Aetherial Spark

Mirage Gear Coffer (iLvl 400)

A Future in Blue

70

Martyn

Anything Gogo's Masked Carnivale

Predatrice

And the Crowd Goes Mild

70

Martyn

The Beard, the Myth, the Legend

73

P'yandih

Goblin Punch

Gridania's Most Wanted

75

P'yandih

Schiltron

No Butts About It

78

P'yandih

Rehydration

A New Gold Standard

80

Martyn

Phantasmal Attire Coffer (iLvl 530)

The Brave and the Blue

80

Martyn

A Golden Opportunity Masked Carnivale

Blue-eyes

How To Learn New Spells

An ingame screenshot from Final Fantasy 14 showing the Blue Mage's spellbook - which provides useful information about spells and hints on how they can be acquired.

As mentioned before, the Blue Mage is different from other professions. They don't learn new spells by just leveling up. Instead, they learn new spells by observing enemies casting them in the wild. After defeating the spell-casting enemy, the Blue Mage has a chance to learn that spell, adding it to their spell book.

You're not guaranteed to learn a Spell even after seeing an enemy cast it. Spells have "difficulty" tiers, ranging from one star to five stars. A one-star spell is easy to learn, but a five-star spell might take you a few tries.

The challenge of the Blue Mage is collecting all these spells, as there are 124 of them for you to learn. You're limited to only 24 spells on your quick bar at a given time, so finding ways to combine these spells is part of the fun of playing the Blue Mage. You can come up with all kinds of creative combos.

On the other hand, the Blue Mage doesn't have a job gauge or complex profession mechanics to keep track of. All you have to worry about is taking the time to collect all the spells, and then equipping the ones you think are best for the job.

You must set spells as Active Actions before you can put them on your quick bar. Up to 24 can be selected, and you can save up to five sets of 24 spells, so you can swap between sets depending on what you're trying to accomplish with your Blue Mage.

Related
Final Fantasy 14: Complete Guide To Playing White Mage
Here's everything you need to know to master the rod as a White Mage in Final Fantasy 14!

The Masked Carnival

A screenshot of the Masked Carnival activity available to Blue Mages in Final Fantasy 14

The Masked Carnival is a fun activity that only Blue Mages have access to. It's a catalog of arena-based fights that require creative use of your spells to complete. This is a fun way of testing your skills and thinking about selecting the right spells for the job.

Some creatures will have certain weaknesses to a specific element, and sometimes you'll have to use spells that can control or exploit the environment in some way.

Each stage will reward you with gil, Allied Seals, and Tomestones of Poetics.

You can enter the Masked Carnivale by speaking with the Celestium Attendant in Ul'dah - Steps of Thal (X:11.6, Y:13.2), next to the Miners' Guild Aetheryte.

Blue Mage Log

blue mage log menu

The Blue Mage Log is a duty list made specifically for Blue Mages. Unlocked after completing the BLU quest "Blue Scream of Death", the Blue Mage Log lets you queue for certain duties with other Blue Mages, rewarding you with gil, Allied Seals, and Tomestones of Poetics.

Additionally, Weekly and Prime Targets are available, which can be defeated to earn a bounty of extra currencies.

How To Level Up Blue Mage

Posing Blue Mage.

Due to its nature as a limited job, the conventional level-up methods don't apply to Blue Mage. Instead of mainly earning experience through dungeons or roulettes, the Blue Mage gets a massive bonus to experience earned from defeating monsters in the open world. This will be your primary method for leveling up.

You also gain a decent chunk of experience when learning a new Blue Mage Spell, so be sure to learn new Spells as much as possible throughout the leveling process.

Of course, this means that two players leveling their Blue Mages may have drastically different experiences, depending on which spells they learn or where they choose to level up. That said, we've outlined a few good leveling spots for each leveling range below.

  • Level 1-10: Lower La Noscea, Central Shroud
  • Level 10-20: East Shroud
  • Level 20-30: Upper La Noscea
  • Level 30-35: Eastern La Noscea
  • Level 35-40: Coerthas Central Highlands
  • Level 40-45: Northern Thanalan
  • Level 45-50: Mor Dhona
  • Level 50-55: Dravanian Forelands, Churning Mists
  • Level 55-60: Sea of Clouds, Azys Lla
  • Level 60-65: The Peaks, Yanxia, The Ruby Sea
  • Level 65-70: Yanxia, The Lochs
  • Level 70-75: Lakeland, Kholusia
  • Level 75-80: The Tempest

Best Way To Level Blue Mage

While grinding enemies around your level is always a great idea for Blue Mage, there's a method for quickly blasting through your Blue Mage levels, and only requires a single spell.

In the Norvrandt Slope region of The Tempest, around (X:25, Y:6), there are two enemies you can find - Deep-sea Leech and Clionid.

To power level on these enemies, put the Deep-sea Leech to sleep using the Role Action Sleep or the Blue Mage Spell Acorn Bomb. Then, use any spell to draw aggro on a nearby Clionid.

Flying Sardine is an instant-cast interrupt that is useful for pulling enemies.

Now, lure the Clionid toward the sleeping Deep-sea Leech. When the Clionid gets close enough, it will eat the Deep-sea Leech, instantly killing it and giving you the experience as if you had killed it yourself.

Be careful not to get hit by either the Deep-sea Leech or Clionid, especially if you're under level 75. After aggroing the Clionid and letting it eat the Leech, run away!

There is an abundance of these two enemies all around the area, making this the best way by far to level up your Blue Mage.

Useful Items For Leveling

There are a few items you may want to have handy as you grind through your Blue Mage levels. First and foremost are experience-boosting accessories that can be obtained mainly through preordering the game's expansions, like Menphina's Earring, which provides a 30 percent increase to experience earned below level 80.

The Heat of Battle III Free Company action increases experience earned through battle by an additional 15 percent. If you're rested, you'll also gain another 50 percent bonus to experience gain.

Utilize these experience-boosting items and effects to lessen the grind as you level your Blue Mage.

Useful Spells For Leveling

As you level up your Blue Mage, there are a few key spells that you should watch out for, as these can make the leveling process much easier. We've listed some of the best leveling spells below, as well as how to get them.

Spell

Description

Earnable Level

How To Get It

1000 Needles

Deals a fixed 1,000 points of physical damage which is shared by all enemies around you.

24

Sabotender Bailaor in Flower Power Levequest - Sourthern Thanalan (X:18, Y:13)


Sabotender Bailaor - Southern Thanalan (X:16, Y:15)


Sabotender Desertor - Cutter's Cry

Choco Meteor

Deals unaspected damage to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% for all remaining enemies.

  • Potency increases to 300 when partied with your personal chocobo.

53

Courser Chocobo - The Dravanian Forelands (X:37, Y:23)

The Ram's Voice

Deals ice damage to all nearby enemies with a potency of 220 for the first enemy, and 50% les for all remaining enemies.

  • Additional Effect: Deep Freeze - prevents the target from taking any action
  • Duration: 12 seconds

38

Chimera - Cutter's Cry

White Wind

Restores own HP and the HP of all nearby party members by an amount equal to your current HP.

1

Whalaqee White Wind Totem - Learn 10 Blue Mage Spells

Tips For Leveling Up

blue mage casting a spell on the beach

Because you will mainly be leveling up by killing enemies in the open world, always have your chocobo companion out with you. Your trusty chocobo will help you kill enemies, making the grind just a bit faster. Additionally, you should always try to fight enemies at least a level or two higher than you for the best experience gains, which your chocobo will help with.

Fighting enemies that are higher level than you can get dangerous, so set the nearby Aetheryte as your home point so you can quickly get back if you die.

Be sure to utilize chain bonuses to increase your experience gains. Killing enemies in succession will stack the chain bonus, making each kill worth more, as long as you can keep the chain up. That said, don't bother with FATEs, as the bonus experience granted to Blue Mages doesn't apply to enemies in FATEs, making them much slower and a waste of time for experience.

Blue Mage Rotations

Final Fantasy 14 - a screenshot of Martyn the Blue Mage about to cast a powerful ice spell.

Having an in-depth knowledge of rotations is important for most jobs, but for the Blue Mage, it's simply not as necessary. While Blue Mage can't be used in endgame content, there is content exclusive to Blue Mage that requires a deeper understanding of its spells.

Below, you can find a list of some of the stronger spells available to Blue Mage, as well as a brief description of their effects.

Spell

Effect

Tingle

Deals lightning damage to the target and all enemies nearby it with a potency of 100 for the first enemy, and 50 percent less for all remaining enemies.

Triple Trident

Delivers a threefold attack, each hit with a potency of 150.

Sonic Boom

Deals wind damage with a potency of 210.

Bristle

Increases the potency of the next spell cast by 50 percent.

Whistle

Increases the potency of the next physical damage spell cast by 80 percent.

Bad Breath

Blow noxious breath on all enemies in a cone before you, inflicting Slow +20 percent, Heavy +40 percent, Blind, and Paralysis.

Blood Drain

Deals unaspected damage with a potency of 50.

Peculiar Light

Increases magic damage taken by all nearby enemies by five percent.

Final Sting

Deals physical damage with a potency of 2,000 while incapacitating self.

Aetherial Mimicry

Mirror the aetheric properties of your target, granting yourself a beneficial effect corresponding with the target's role.

Song Of Torment

Deals unaspected damage with a potency of 50.

Sharpened Knife

Deals physical damage with a potency of 220.

Diamond Back

Reduces damage taken by 90 percent and nullifies most knockback and draw-in effects.

  • Unable to move or take action for the duration of this effect.

Devour

Deals unaspected damage with a potency of 250.

Condensed Libra

Afflicts the target with Physical Attenuation, Astral Attenuation, or Umbral Attenuation.

Magic Hammer

Deals unaspected damage to target and all enemies nearby it with a potency of 250 for the first enemy, and 50 percent less for all remaining enemies.

Chelonian Gate

Summons a chelonian gate, reducing damage taken by 20 percent.

The Rose of Destruction

Deals unaspected damage with a potency of 400

Cold Fog

Grants Cold Fog to self.

Feather Rain

Deals wind damage with a potency of 220 to all enemies at a designated location.

Glass Dance

Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 350 for the first enemy, and 50 percent less for all remaining enemies.

Pom Cure

Restores target's HP with a potency of 100. Potency increases to 500 when under the effects of Aetheric Mimicry: Healer.

Shock Strike

Deals lightning damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.

Supranakha

Deals earth damage to all enemies in a cone before you with a potency of 200 for the first enemy, and 50 percent less for all remaining enemies.

Angel Whisper

Resurrects target to a weakened state.

Stotram

Deals unaspected damage with a potency of 140 to all nearby enemies.

Phantom Flurry

Deals unaspected damage over time with a potency of 200 to all enemies in a cone before you.

Nightbloom

Deals unaspected damage to all nearby enemies with a potency of 400 for the first enemy, and 50 percent less for all remaining enemies.

J Kick

Delivers a jumping physical attack to target and all enemies nearby it with a potency of 300 for the first enemy, and 50 percent less for all remaining enemies.

Gobskin

Creates a barrier around self and all nearby party members that absorbs damage equivalent to a heal of 100 potency.

Matra Magic

Deals an unaspected eightfold attack, each hit with a potency of 50. Potency is increased to 100 when you are under the effect of Aetheric Mimicry: DPS.

Dragon Force

Reduces damage taken by 15%. Increases damage reduction to 40% when you are under the effect of Aetheric Mimicry: Tank.

Blue Mage Damage Rotation

With the recommended spells out of the way, here's a simple damage rotation for the Blue Mage. There aren't separate rotations for single target and area cleave, as most Blue Mage spells have an area of effect component built in.

  • Start countdown > at ten seconds, Precast Whistle > at two seconds, Precast Tingle > cast Moon Flute (J Kick) > cast Rose of Destruction (Night Bloom) > cast Triple Trident (Shock Strike) > cast Bristle (Swift Cast + Glass Dance) > cast Supranakha (Matra Magic + Eruption) > cast Phantom Flurry.
  • Use an HQ Tincture of Intelligence (any grade is fine) five seconds before pulling.
  • Abilities in brackets are instant cast or off-global cooldown abilities, or fit into the global cooldown window.
Related
Final Fantasy 14: Complete Guide To Playing Paladin
Here's how to master the Paladin's sword and shield in Final Fantasy 14.

Blue Mage Gear And Materia

A screenshot of Martyn the Blue Mage from Final Fantasy 14 - wearing a blue over coat, with a shirt and tie plus cane.

After you acquire the Aetheric Mimicry spell, you can really play any role as the Blue Mage. Thanks to the massive variety of spells available, you can equip spells that help you specialize in one of the three roles: tank, healer, or magic DPS.

Whichever role you choose to play, you'll still be equipping casting gear, which will boost your Intelligence, Vitality, Determination, and Critical Hit. If you're looking to max out your stats through Materia, we recommend slotting in Critical Hit and Determination Materia for the best damage boosts.

Blue Mage Level 80 Best In Slot Gear - DPS

Slot

Gear

Materia

Weapon

Blue-eyes

Savage Aim Materia VIII (Critical Hit +24)


Savage Aim Materia VIII (Critical Hit +24)

Head

Edenmorn Hat of Casting

Quicktongue Materia VIII (Spell Speed +24)


Quicktongue Materia VIII (Spell Speed +24)

Body

Augmented Cryptlurker's Robe of Casting

Quicktongue Materia VIII (Spell Speed +24)


Quicktongue Materia VIII (Spell Speed +24)

Hands

Phantasmal Gloves

Savage Aim Materia VIII (Critical Hit +24)


Savage Might Materia VIII (Determination +24)

Legs

Phantasmal Slacks

Quicktongue Materia VIII (Spell Speed +24)


Quicktongue Materia VIII (Spell Speed +24)

Feet

Phantasmal Shoes

Savage Aim Materia VIII (Critical Hit +24)


Savage Might Materia VIII (Determination +24)

Earrings

Augmented Cryptlurker's Earring of Casting

Quicktongue Materia VIII (Spell Speed +24)


Savage Aim Materia VIII (Critical Hit +24)

Necklace

Augmented Cryptlurker's Choker of Casting

Savage Aim Materia VIII (Critical Hit +24)


Savage Aim Materia VIII (Critical Hit +24)

Bracelets

Augmented Cryptlurker's Bracelet of Casting

Quicktongue Materia VIII (Spell Speed +24)


Savage Aim Materia VIII (Critical Hit +24)

Ring 1

Edenmorn Ring of Casting

Savage Aim Materia VIII (Critical Hit +24)


Savage Aim Materia VIII (Critical Hit +24)

Ring 2

Augmented Cryptlurker's Ring of Casting

Quicktongue Materia VIII (Spell Speed +24)


Quicktongue Materia VIII (Spell Speed +24)

Next
Final Fantasy 14: Complete Guide
We've got all the FFXIV guides you need right here.